L L4D2node

CDynamicProp::CreateVPhysics

0x007ef270 · 369 bytes · __thiscall

_ZN12CDynamicProp14CreateVPhysicsEv

Decompiled

undefined (1 param)

/* CDynamicProp::CreateVPhysics() */

undefined4 __thiscall CDynamicProp::CreateVPhysics(CDynamicProp *this)

{
  CCollisionProperty *this_00;
  int iVar1;
  uint uVar2;
  int iVar3;
  undefined *puVar4;
  
  this_00 = (CCollisionProperty *)(this + 0x194);
  iVar1 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(this_00);
  if ((iVar1 == 0) ||
     ((uVar2 = (**(code **)(*(int *)(this + 0x194) + 0x30))(this_00), (uVar2 & 4) != 0 &&
      (((byte)this[0x148] & 0x80) != 0)))) {
    return 1;
  }
  CreateBoneFollowers(this);
  if (*(int *)(this + 0x15a4) == 0) {
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x1000));
    CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
    return 1;
  }
  uVar2 = (**(code **)(*(int *)(this + 0x194) + 0x30))(this_00);
  if (((uVar2 & 4) != 0) && (0 < *(int *)(this + 0x15a4))) {
    iVar1 = 0;
    do {
      while( true ) {
        iVar3 = CBoneFollowerManager::GetBoneFollower((CBoneFollowerManager *)(this + 0x15a4),iVar1)
        ;
        uVar2 = *(uint *)(iVar3 + 4);
        if ((((uVar2 == 0xffffffff) ||
             (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) ||
           (iVar3 = *(int *)(puVar4 + 4), iVar3 == 0)) break;
        iVar1 = iVar1 + 1;
        CCollisionProperty::SetSolidFlags
                  ((CCollisionProperty *)(iVar3 + 0x194),(uint)(*(ushort *)(iVar3 + 0x1b4) | 4));
        if (*(int *)(this + 0x15a4) <= iVar1) goto LAB_007ef375;
      }
      iVar1 = iVar1 + 1;
    } while (iVar1 < *(int *)(this + 0x15a4));
  }
LAB_007ef375:
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 3));
  return 1;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)